0ad/source/network/FSM.h
Stan 8e0e40d489 Fix whitespaces, identation and remove (void).
Patch by: @phosit
Differential Revision: https://code.wildfiregames.com/D4800
This was SVN commit r27337.
2023-01-04 17:10:05 +00:00

216 lines
5 KiB
C++

/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef FSM_H
#define FSM_H
// INCLUDES
#include <vector>
#include <set>
#include <map>
// DECLARATIONS
#define FSM_INVALID_STATE (unsigned int)(~0)
class CFsmEvent;
class CFsmTransition;
class CFsm;
typedef bool (*CONDITION)(void* pContext);
typedef bool (*ACTION)(void* pContext, const CFsmEvent* pEvent);
typedef struct
{
void* pFunction;
void* pContext;
} CallbackFunction;
typedef std::set<unsigned int> StateSet;
typedef std::map<unsigned int, CFsmEvent*> EventMap;
typedef std::vector<CFsmTransition*> TransitionList;
typedef std::vector<CallbackFunction> CallbackList;
/**
* Represents a signal in the state machine that a change has occurred.
* The CFsmEvent objects are under the control of CFsm so
* they are created and deleted via CFsm.
*/
class CFsmEvent
{
NONCOPYABLE(CFsmEvent);
public:
CFsmEvent(unsigned int type);
~CFsmEvent();
unsigned int GetType() const
{
return m_Type;
}
void* GetParamRef()
{
return m_Param;
}
void SetParamRef(void* pParam);
private:
unsigned int m_Type; // Event type
void* m_Param; // Event paramater
};
/**
* An association of event, condition, action and next state.
*/
class CFsmTransition
{
NONCOPYABLE(CFsmTransition);
public:
CFsmTransition(unsigned int state);
~CFsmTransition();
void RegisterAction(void* pAction, void* pContext);
void RegisterCondition(void* pCondition, void* pContext);
void SetEvent(CFsmEvent* pEvent);
CFsmEvent* GetEvent() const
{
return m_Event;
}
void SetNextState(unsigned int nextState);
unsigned int GetNextState() const
{
return m_NextState;
}
unsigned int GetCurrState() const
{
return m_CurrState;
}
const CallbackList& GetActions() const
{
return m_Actions;
}
const CallbackList& GetConditions() const
{
return m_Conditions;
}
bool ApplyConditions() const;
bool RunActions() const;
private:
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
CFsmEvent* m_Event; // Transition event
CallbackList m_Actions; // List of actions for transition
CallbackList m_Conditions; // List of conditions for transition
};
/**
* Manages states, events, actions and transitions
* between states. It provides an interface for advertising
* events and track the current state. The implementation is
* a Mealy state machine, so the system respond to events
* and execute some action.
*
* A Mealy state machine has behaviour associated with state
* transitions; Mealy machines are event driven where an
* event triggers a state transition
*/
class CFsm
{
NONCOPYABLE(CFsm);
public:
CFsm();
virtual ~CFsm();
/**
* Constructs the state machine. This method must be overriden so that
* connections are constructed for the particular state machine implemented
*/
virtual void Setup();
/**
* Clear event, action and condition lists and reset state machine
*/
void Shutdown();
void AddState(unsigned int state);
CFsmEvent* AddEvent(unsigned int eventType);
CFsmTransition* AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState );
CFsmTransition* AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
void* pAction, void* pContext);
CFsmTransition* GetTransition(unsigned int state, unsigned int eventType) const;
CFsmTransition* GetEventTransition (unsigned int eventType) const;
void SetFirstState(unsigned int firstState);
void SetCurrState(unsigned int state);
unsigned int GetCurrState() const
{
return m_CurrState;
}
void SetNextState(unsigned int nextState)
{
m_NextState = nextState;
}
unsigned int GetNextState() const
{
return m_NextState;
}
const StateSet& GetStates() const
{
return m_States;
}
const EventMap& GetEvents() const
{
return m_Events;
}
const TransitionList& GetTransitions() const
{
return m_Transitions;
}
bool Update(unsigned int eventType, void* pEventData);
bool IsValidState(unsigned int state) const;
bool IsValidEvent(unsigned int eventType) const;
virtual bool IsDone() const;
private:
bool IsFirstTime() const;
bool m_Done; // FSM work is done
unsigned int m_FirstState; // Initial state
unsigned int m_CurrState; // Current state
unsigned int m_NextState; // Next state
StateSet m_States; // List of states
EventMap m_Events; // List of events
TransitionList m_Transitions; // State transitions
};
#endif // FSM_H